失踪人口回归了!
失踪人口回归了!
失踪人口回归了!
实在是抱歉,这么久没更新这个系列的文章了,(●'◡'●),都是因为接了个坑爹的外包,改去干老本行撸android代码了,感觉外包还是有点坑,钱没赚到多少,人都累死了。
搞外包期间,一时勾起了我自己撸app的兴趣,就没时间写文章了,顺便给自己撸的应用打个广告
http://www.coolapk.com/apk/com.ckdroid.seachimg
有兴趣可以下载下来玩玩,很好用的哦 (●'◡'●)
好了,废话不多说了,这次带来的是俄罗斯方块的实现。
先上个图:
游戏主要是对各种形状piece(S,Z,I,O,J,L,T)的处理,代码注释我写得也比较清楚了,模块都和上一篇 《玩蛇系列之Pygame教程(十一)-- Wormy贪吃蛇》 大同小异,甚至感觉比贪吃蛇还要好理解,主要还是python对数组的操作实在是太简洁方便了,可能会有点不好理解,不过认真多看一下,还是看的懂的。
友情提醒:
我已经把代码托管到github了,这样对游戏用到的资源(图片,字体,音效等)管理会方便些,你们也可以直接到github下载到所有的代码和资源。
但是,对于代码的学习,我还是觉得不要简单的复制粘贴,不然感觉还是领悟不到的
代码:
# -*- coding: UTF-8 -*-
'''
Created on 2017年1月7日
@author: 小峰峰
'''
import random, time, pygame, sys
from pygame.locals import *
FPS = 25 #设置屏幕刷新率
WINDOWWIDTH = 640 # 设置窗口宽度
WINDOWHEIGHT = 480 # 设置窗口高度
BOXSIZE = 20 # 方格大小
# 放置俄罗斯方块窗口的大小
BOARDWIDTH = 10
BOARDHEIGHT = 20
BLANK = '.' # 代表空的形状
MOVESIDEWAYSFREQ = 0.15 # ?
MOVEDOWNFREQ = 0.1 # 向下的频率
# x方向的边距
XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2)
# 距离窗口顶部的边距
TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5
# 定义几个颜色
# R G B
WHITE = (255, 255, 255)
GRAY = (185, 185, 185)
BLACK = ( 0, 0, 0)
RED = (155, 0, 0)
LIGHTRED = (175, 20, 20)
GREEN = ( 0, 155, 0)
LIGHTGREEN = ( 20, 175, 20)
BLUE = ( 0, 0, 155)
LIGHTBLUE = ( 20, 20, 175)
YELLOW = (155, 155, 0)
LIGHTYELLOW = (175, 175, 20)
BORDERCOLOR = BLUE
BGCOLOR = BLACK
TEXTCOLOR = WHITE
TEXTSHADOWCOLOR = GRAY
COLORS = ( BLUE, GREEN, RED, YELLOW)
LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW)
# 断言 每一个颜色都应该对应有亮色
assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color
# 模板的宽高
TEMPLATEWIDTH = 5
TEMPLATEHEIGHT = 5
# 形状_S(S旋转有2种)
S_SHAPE_TEMPLATE = [['.....',
'.....',
'..OO.',
'.OO..',
'.....'],
['.....',
'..O..',
'..OO.',
'...O.',
'.....']]
# 形状_Z(Z旋转有2种)
Z_SHAPE_TEMPLATE = [['.....',
'.....',
'.OO..',
'..OO.',
'.....'],
['.....',
'..O..',
'.OO..',
'.O...',
'.....']]
# 形状_I(I旋转有2种)
I_SHAPE_TEMPLATE = [['..O..',
'..O..',
'..O..',
'..O..',
'.....'],
['.....',
'.....',
'OOOO.',
'.....',
'.....']]
# 形状_O(O旋转只有一个)
O_SHAPE_TEMPLATE = [['.....',
'.....',
'.OO..',
'.OO..',
'.....']]
# 形状_J(J旋转有4种)
J_SHAPE_TEMPLATE = [['.....',
'.O...',
'.OOO.',
'.....',
'.....'],
['.....',
'..OO.',
'..O..',
'..O..',
'.....'],
['.....',
'.....',
'.OOO.',
'...O.',
'.....'],
['.....',
'..O..',
'..O..',
'.OO..',
'.....']]
# 形状_L(L旋转有4种)
L_SHAPE_TEMPLATE = [['.....',
'...O.',
'.OOO.',
'.....',
'.....'],
['.....',
'..O..',
'..O..',
'..OO.',
'.....'],
['.....',
'.....',
'.OOO.',
'.O...',
'.....'],
['.....',
'.OO..',
'..O..',
'..O..',
'.....']]
# 形状_T(T旋转有4种)
T_SHAPE_TEMPLATE = [['.....',
'..O..',
'.OOO.',
'.....',
'.....'],
['.....',
'..O..',
'..OO.',
'..O..',
'.....'],
['.....',
'.....',
'.OOO.',
'..O..',
'.....'],
['.....',
'..O..',
'.OO..',
'..O..',
'.....']]
# 定义一个数据结构存储,对应的形状
PIECES = {'S': S_SHAPE_TEMPLATE,
'Z': Z_SHAPE_TEMPLATE,
'J': J_SHAPE_TEMPLATE,
'L': L_SHAPE_TEMPLATE,
'I': I_SHAPE_TEMPLATE,
'O': O_SHAPE_TEMPLATE,
'T': T_SHAPE_TEMPLATE}
def main():
global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT # 定义全局变量
pygame.init() # 初始化pygame
FPSCLOCK = pygame.time.Clock() # 获得pygame时钟
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) # 设置窗口
BASICFONT = pygame.font.Font('resource/PAPYRUS.ttf', 18) # 设置基础的字体
BIGFONT = pygame.font.Font('resource/PAPYRUS.ttf', 100) # 设置大字体
pygame.display.set_caption('Tetromino') # 窗口标题
showTextScreen('Tetromino') # 显示开始画面
while True: # 游戏主循环
# 二选一随机播放背景音乐
if random.randint(0, 1) == 0:
pygame.mixer.music.load('resource/tetrisb.mid')
else:
pygame.mixer.music.load('resource/tetrisc.mid')
pygame.mixer.music.play(-1, 0.0)
# 运行游戏
runGame()
# 退出游戏后,结束播放音乐
pygame.mixer.music.stop()
# 显示结束画面
showTextScreen('Game Over')
# 运行游戏
def runGame():
# 在游戏开始前初始化变量
board = getBlankBoard() # 获得一个空的board
lastMoveDownTime = time.time() # 最后向下移动的时刻
lastMoveSidewaysTime = time.time() # 最后侧向移动的时刻
lastFallTime = time.time() # 最后的下降时间
# 是否可以 向下,向左,向右
# 注意:这里没有向上可用
movingDown = False
movingLeft = False
movingRight = False
# 分数
score = 0
# 根据分数计算等级和下降的频率
level, fallFreq = calculateLevelAndFallFreq(score)
# 获得新的形状(当前的形状)
fallingPiece = getNewPiece()
# 获得下一个形状
nextPiece = getNewPiece()
while True: # 游戏循环体
if fallingPiece == None: # 当前没有下降的形状
# 重新获得新的形状和下一个形状
fallingPiece = nextPiece
nextPiece = getNewPiece()
# 重置最后下降的时间
lastFallTime = time.time()
# 判断界面上是否还有空位(方块是否到顶),没有则结束游戏
if not isValidPosition(board, fallingPiece):
return # can't fit a new piece on the board, so game over
# 检查是否有退出事件
checkForQuit()
for event in pygame.event.get(): # 事件处理loop
if event.type == KEYUP: # KEYUP事件处理
if (event.key == K_p): # 用户按P键暂停
# Pausing the game
DISPLAYSURF.fill(BGCOLOR)
pygame.mixer.music.stop() #停止音乐
showTextScreen('Paused') # 显示暂停界面,until a key press
pygame.mixer.music.play(-1, 0.0) # 继续循环音乐
# 重置各种时间
lastFallTime = time.time()
lastMoveDownTime = time.time()
lastMoveSidewaysTime = time.time()
elif (event.key == K_LEFT or event.key == K_a):
movingLeft = False
elif (event.key == K_RIGHT or event.key == K_d):
movingRight = False
elif (event.key == K_DOWN or event.key == K_s):
movingDown = False
elif event.type == KEYDOWN: # KEYDOWN事件处理
# 左右移动piece
if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1):
fallingPiece['x'] -= 1
movingLeft = True
movingRight = False
lastMoveSidewaysTime = time.time()
elif (event.key == K_RIGHT or event.key == K_d) and isValidPosition(board, fallingPiece, adjX=1):
fallingPiece['x'] += 1
movingRight = True
movingLeft = False
lastMoveSidewaysTime = time.time()
# UP或W键 旋转piece (在有空间旋转的前提下)
elif (event.key == K_UP or event.key == K_w): # 正向旋转
fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
if not isValidPosition(board, fallingPiece):
fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
elif (event.key == K_q): # Q键,反向旋转
fallingPiece['rotation'] = (fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
if not isValidPosition(board, fallingPiece):
fallingPiece['rotation'] = (fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
# DOWN或S键 使piece下降得更快
elif (event.key == K_DOWN or event.key == K_s):
movingDown = True
if isValidPosition(board, fallingPiece, adjY=1):
fallingPiece['y'] += 1
lastMoveDownTime = time.time()
# 空格键,直接下降到最下面且可用的地方
elif event.key == K_SPACE:
movingDown = False
movingLeft = False
movingRight = False
for i in range(1, BOARDHEIGHT):
if not isValidPosition(board, fallingPiece, adjY=i):
break
fallingPiece['y'] += i - 1
# 根据记录的用户输入方向的变量来移动piece
if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ:
if movingLeft and isValidPosition(board, fallingPiece, adjX=-1):
fallingPiece['x'] -= 1
elif movingRight and isValidPosition(board, fallingPiece, adjX=1):
fallingPiece['x'] += 1
lastMoveSidewaysTime = time.time()
if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1):
fallingPiece['y'] += 1
lastMoveDownTime = time.time()
# 自动下降piece
if time.time() - lastFallTime > fallFreq:
# see if the piece has landed
if not isValidPosition(board, fallingPiece, adjY=1):
# falling piece has landed, set it on the board
addToBoard(board, fallingPiece)
score += removeCompleteLines(board)
level, fallFreq = calculateLevelAndFallFreq(score)
fallingPiece = None
else:
# piece did not land, just move the piece down
fallingPiece['y'] += 1
lastFallTime = time.time()
# 绘制屏幕上的所有东西
DISPLAYSURF.fill(BGCOLOR)
drawBoard(board)
drawStatus(score, level)
drawNextPiece(nextPiece)
if fallingPiece != None:
drawPiece(fallingPiece)
pygame.display.update()
FPSCLOCK.tick(FPS)
# 创建文本绘制对象
def makeTextObjs(text, font, color):
surf = font.render(text, True, color)
return surf, surf.get_rect()
# 退出
def terminate():
pygame.quit()
sys.exit()
# 检查是否有按键被按下
def checkForKeyPress():
# 通过事件队列寻找KEYUP事件
# 从事件队列删除KEYDOWN事件
checkForQuit()
for event in pygame.event.get([KEYDOWN, KEYUP]):
if event.type == KEYDOWN:
continue
return event.key
return None
# 显示开始、暂停、结束画面
def showTextScreen(text):
# This function displays large text in the
# center of the screen until a key is pressed.
# Draw the text drop shadow
titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR)
titleRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
DISPLAYSURF.blit(titleSurf, titleRect)
# Draw the text
titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR)
titleRect.center = (int(WINDOWWIDTH / 2) - 3, int(WINDOWHEIGHT / 2) - 3)
DISPLAYSURF.blit(titleSurf, titleRect)
# Draw the additional "Press a key to play." text.
pressKeySurf, pressKeyRect = makeTextObjs('Press a key to play.', BASICFONT, TEXTCOLOR)
pressKeyRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 100)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
while checkForKeyPress() == None:
pygame.display.update()
FPSCLOCK.tick()
# 检查是否有退出事件
def checkForQuit():
for event in pygame.event.get(QUIT): # get all the QUIT events
terminate() # terminate if any QUIT events are present
for event in pygame.event.get(KEYUP): # get all the KEYUP events
if event.key == K_ESCAPE:
terminate() # terminate if the KEYUP event was for the Esc key
pygame.event.post(event) # put the other KEYUP event objects back
# 根据分数来计算等级和下落的频率
def calculateLevelAndFallFreq(score):
level = int(score / 10) + 1
fallFreq = 0.27 - (level * 0.02)
return level, fallFreq
# 随机获得一个新的形状(形状,方向,颜色)
def getNewPiece():
# return a random new piece in a random rotation and color
shape = random.choice(list(PIECES.keys()))
newPiece = {'shape': shape,
'rotation': random.randint(0, len(PIECES[shape]) - 1),
'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2), # x居中
'y': -2, # y在屏幕的上方,小于0
'color': random.randint(0, len(COLORS)-1)}
return newPiece
# 将一个piece添加到board中
def addToBoard(board, piece):
# fill in the board based on piece's location, shape, and rotation
for x in range(TEMPLATEWIDTH):
for y in range(TEMPLATEHEIGHT):
if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK:
board[x + piece['x']][y + piece['y']] = piece['color']
# 清空board
def getBlankBoard():
# create and return a new blank board data structure
board = []
for i in range(BOARDWIDTH):
board.append([BLANK] * BOARDHEIGHT)
return board
# board边界
def isOnBoard(x, y):
return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT
# piece在当前的board里是否是一个合法可用的位置
def isValidPosition(board, piece, adjX=0, adjY=0):
# Return True if the piece is within the board and not colliding
for x in range(TEMPLATEWIDTH):
for y in range(TEMPLATEHEIGHT):
isAboveBoard = y + piece['y'] + adjY < 0
if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK:
continue
if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY):
return False
if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK:
return False
return True
# 判断当前的这行是否被全部填满
def isCompleteLine(board, y):
# Return True if the line filled with boxes with no gaps.
for x in range(BOARDWIDTH):
if board[x][y] == BLANK:
return False
return True
# 检查每一行,移除完成填满的一行,将这一行上面的所有的都下降一行,返回完成填满的总行数
def removeCompleteLines(board):
numLinesRemoved = 0
# 从-1开始从下往上检查每一行
y = BOARDHEIGHT - 1
while y >= 0:
if isCompleteLine(board, y):
# Remove the line and pull boxes down by one line.
for pullDownY in range(y, 0, -1):
for x in range(BOARDWIDTH):
board[x][pullDownY] = board[x][pullDownY-1]
# Set very top line to blank.
for x in range(BOARDWIDTH):
board[x][0] = BLANK
numLinesRemoved += 1
# Note on the next iteration of the loop, y is the same.
# This is so that if the line that was pulled down is also
# complete, it will be removed.
else:
y -= 1 # move on to check next row up
return numLinesRemoved
# 根据box的坐标转化成像素坐标
def convertToPixelCoords(boxx, boxy):
# Convert the given xy coordinates of the board to xy
# coordinates of the location on the screen.
return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE))
# 绘制box
def drawBox(boxx, boxy, color, pixelx=None, pixely=None):
# draw a single box (each tetromino piece has four boxes)
# at xy coordinates on the board. Or, if pixelx & pixely
# are specified, draw to the pixel coordinates stored in
# pixelx & pixely (this is used for the "Next" piece).
if color == BLANK:
return
if pixelx == None and pixely == None:
pixelx, pixely = convertToPixelCoords(boxx, boxy)
pygame.draw.rect(DISPLAYSURF, COLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1))
pygame.draw.rect(DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4))
# 绘制board
def drawBoard(board):
# draw the border around the board
pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7, (BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5)
# fill the background of the board
pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN, BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT))
# draw the individual boxes on the board
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
drawBox(x, y, board[x][y])
# 绘制游戏分数、等级信息
def drawStatus(score, level):
# draw the score text
scoreSurf = BASICFONT.render('Score: %s' % score, True, TEXTCOLOR)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (WINDOWWIDTH - 150, 20)
DISPLAYSURF.blit(scoreSurf, scoreRect)
# draw the level text
levelSurf = BASICFONT.render('Level: %s' % level, True, TEXTCOLOR)
levelRect = levelSurf.get_rect()
levelRect.topleft = (WINDOWWIDTH - 150, 50)
DISPLAYSURF.blit(levelSurf, levelRect)
# 绘制各种形状piece(S,Z,I,O,J,L,T)
def drawPiece(piece, pixelx=None, pixely=None):
shapeToDraw = PIECES[piece['shape']][piece['rotation']]
if pixelx == None and pixely == None:
# if pixelx & pixely hasn't been specified, use the location stored in the piece data structure
pixelx, pixely = convertToPixelCoords(piece['x'], piece['y'])
# draw each of the boxes that make up the piece
for x in range(TEMPLATEWIDTH):
for y in range(TEMPLATEHEIGHT):
if shapeToDraw[y][x] != BLANK:
drawBox(None, None, piece['color'], pixelx + (x * BOXSIZE), pixely + (y * BOXSIZE))
# 绘制提示信息,下一个现状
def drawNextPiece(piece):
# draw the "next" text
nextSurf = BASICFONT.render('Next:', True, TEXTCOLOR)
nextRect = nextSurf.get_rect()
nextRect.topleft = (WINDOWWIDTH - 120, 80)
DISPLAYSURF.blit(nextSurf, nextRect)
# draw the "next" piece
drawPiece(piece, pixelx=WINDOWWIDTH-120, pixely=100)
if __name__ == '__main__':
main()